heh, why not use a decompiler that leave in all the light and texture then?? Maybe not all the map enitilities but the one I have does a lot more than just save the brush work.
AsranielJoin Date: 2002-06-03Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
edited February 2004
there is a new decompiler out there that is much better than winbspc (i heard) try it, you can even specify that the map has been compiled with zhlt so that he can recover more. But i forgot the name... *search*
Please read the FAQ. We used that program for getting the decompile...
Also, JezPuh, I can't do an overview showing what it's done because the only files I got are from quaz, Drunken is also close to finish his section, but I haven't got his .rmfs yet.
But we've got: MS, Cargo Storage, RR, Main Aft, Engine Hive, Refinery Hive and Furnace. Everything that has been showed here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I tried decompiling bast, but when I opened the .map file, it loads for a while and then crashes with that Windows XP thing going, "Would you like to send this error to Microsoft?!"
Damnation!
Does anyone have a working bast decompile? I just want to look at some smal parts of the level.
<!--QuoteBegin-Fieari+Jan 17 2004, 01:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fieari @ Jan 17 2004, 01:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it has been stated in other threads that one universal change made from all 1.0x maps to 2.0x maps was that comchairs in little rooms that you have to take an elevator to need to be taken out. Will you at least be making this modification? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> you do NOT need to take the lift up in order to reach the cc on bast. All you have to do go is underneath the cc look up and jump use to get in.
Since the lift is circumvented, pray think twice map redoers about changing it if at all. Definitely make it cooler not more boring if you are going to change it. There is no need to change it out of necessity, unless there is a different reason.
<!--QuoteBegin-i'm lost+Jan 17 2004, 05:03 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (i'm lost @ Jan 17 2004, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really don't like the setup of the CC in marine start. If a skulk gets back there and starts chomping, it is difficult to get them out. They will get the first hit on you when you go up an elevator (or ladder), and you don't know which side they will hit you from. That just isn't very marine-friendly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> it's a real nice tactical training exercise. in other words use your brain
<!--QuoteBegin-quazilin+Jan 23 2004, 05:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (quazilin @ Jan 23 2004, 05:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Furnace area near feedwater hive... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Since the pipes block the way, and when the vent is broken you usually fall in, a good solution would be to move the vent cover back to that empty space in the upper left hand corner of the screenshot.
This way people could get through without modifying the pipes (which are cool) and maybe this vent could also connect to that upper hole in feed water, so skulks could get around behind the marines when they start to siege.
I like both of those ideas Ha.ze. Though for the first suggestion, it would work just as well to move the vent entrance a meter or so to the left (on the screenshot) so it is between those pipes (would mess the texturing up a bit though). Now that I think about it, the best solution would be make the vent entrance replace one of the floor panels nearer the view position on the screenshot.
<i>Expanding the map to accomdate 3.0s gameplay and changes may well happen, who knows. If we don't have to then we won't. But i think it's pretty safe to say some changes in terms of layout and architectal stuff will happen after we finish remaking it. What though is still in discussion</i>
As far as I'm concerned Bast doesn't <i>need</i> any major changes as it is. What I was suggesting was only a separate, non-official expanded version of the map. Just for fun/immersion factor/creative indulgence.
Congrats mendasp <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> gl with the project, i know you can make it *thumbsup*
<!--QuoteBegin-Bypass+Jan 31 2004, 07:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bypass @ Jan 31 2004, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Restrik+Jan 31 2004, 06:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 31 2004, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how come the game looks better in screen shots than the game? was i suppost to delete the ns.wad and rename the ns2.wad to ns.wad? b/c the maps look beautiful in these screen shots...but look like old ns when i play... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Are you using opengl as your graphics Renderer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I use steam...
<!--QuoteBegin-Kouji San+Jan 31 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jan 31 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mayb your not running NS in 32bit mode that could also lower the ingame quality
Just add -32bpp to hl.exe:
hl.exe -console -game ns -32bpp
[edit 2] Hmm just remembered that steam changes something in the hl dir so the hl.exe is gone and you have to start ns in a weird way <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ... ah well I think you can add -32bpp to the commandline there. At least I hope so. [/edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As comm I always loved dropping the IP on the lamp near the MS vent, it gives spawning marines a nice advantage, please keep that in. Its fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Also, on top of refinery hive, the room there, could it be raised slightly so oni can get in easier, its so annoying to have marines relocating/dropping PG there and onos taking 20 secs to get through the door <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I believe that all the hives need a major rework to their layout. Each hive is a nightmare for onos to defend in (refinery too big, engine's entrances too small, and feedwater is too cramped & small entrances. Just think in terms of feedwater, if there is a turret farm down in the tram maintence area and the marines have relocated to atmos, there really isnt anything aliens can do. The turret farm is too hard for an onos to get all the way down the ladder and destroy, and the marines base has well...marines!)
One more thing about feedwater -- maybe you should link the tram to feedwater itself. The tram tunnel could slowly ramp up and make a u-turn around to feedwaters previous ladder entrance to tram maintence. This would make it *much* easier for the onos to get through and attack. Tram maintence, then, could be a hatch thats on the side of tram itself, with a ladder leading down *under* the tram tunnel. This maintence area could quite possibly hook up with the atmos/feedwater vent that I suggested in my previous...suggestion!
<!--QuoteBegin-Restrik+Feb 2 2004, 11:28 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Feb 2 2004, 11:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Bypass+Jan 31 2004, 07:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bypass @ Jan 31 2004, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Restrik+Jan 31 2004, 06:33 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Restrik @ Jan 31 2004, 06:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how come the game looks better in screen shots than the game? was i suppost to delete the ns.wad and rename the ns2.wad to ns.wad? b/c the maps look beautiful in these screen shots...but look like old ns when i play... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Are you using opengl as your graphics Renderer? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I use steam...
<!--QuoteBegin-Kouji San+Jan 31 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jan 31 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mayb your not running NS in 32bit mode that could also lower the ingame quality
Just add -32bpp to hl.exe:
hl.exe -console -game ns -32bpp
[edit 2] Hmm just remembered that steam changes something in the hl dir so the hl.exe is gone and you have to start ns in a weird way <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ... ah well I think you can add -32bpp to the commandline there. At least I hope so. [/edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
and where would i add that to steam? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> 1. Start ns and Go to options / video and set render to opengl you can also set the color mode to 32 there 2. to add paramaters to natural selection you right click on Half-Life / Properties / Launch options and type them in there
Yeah, admins please web this. I want to see how it come along. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
they didnt web the nancy thread so they probably wont web this one for the same reason, because it contains no useful information(technically)and/or doesnt apply to everyone
Everything's going fine, some of us have already (almost) finished our parts, while some people haven't even started yet. Don't worry the project is still alive and kicking, but we don't aim for a NS 3.0 release. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<!--QuoteBegin-Ha.ze+Feb 2 2004, 05:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Feb 2 2004, 05:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I believe that all the hives need a major rework to their layout. Each hive is a nightmare for onos to defend in (refinery too big, engine's entrances too small, and feedwater is too cramped & small entrances. Just think in terms of feedwater, if there is a turret farm down in the tram maintence area and the marines have relocated to atmos, there really isnt anything aliens can do. The turret farm is too hard for an onos to get all the way down the ladder and destroy, and the marines base has well...marines!)
One more thing about feedwater -- maybe you should link the tram to feedwater itself. The tram tunnel could slowly ramp up and make a u-turn around to feedwaters previous ladder entrance to tram maintence. This would make it *much* easier for the onos to get through and attack. Tram maintence, then, could be a hatch thats on the side of tram itself, with a ladder leading down *under* the tram tunnel. This maintence area could quite possibly hook up with the atmos/feedwater vent that I suggested in my previous...suggestion! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I got to agree ... possibly making Feedwater 1 entrance from Atmos, but making it alot wider. Engine I feel is ok though, small but perfect as there is a large area behind the entrance before the hive. Refinary, well that is a big problem, seems like Lerk territory <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
I am one of the guilty not starters i'm afraid. God i'm a liability! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Maybe i'll just do some random ns texturing to get meh going.
Im almost done with my part. Just needs some more tweaking, but! My Half-Life dosent work anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> So I got to get a new copy first to start mapping again..
You can't use winbspc or whatever its called to decompile this map, or any of the NS maps, I use a dos prompt decomiler, and it still leaves all the texture and lightmaps, but some tile errors which are easily fixed.
<!--QuoteBegin-Shadowcat+Feb 7 2004, 10:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shadowcat @ Feb 7 2004, 10:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You can't use winbspc or whatever its called to decompile this map, or any of the NS maps, I use a dos prompt decomiler, and it still leaves all the texture and lightmaps, but some tile errors which are easily fixed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <span style='font-size:21pt;line-height:100%'><span style='color:red'>...</span></span>
hey maybe you could add some subtle fog in some places, i always liked fog but not a lot of maps use it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
That's because fog is fairly difficult to implement in the half-life engine. If I remember it correctly env_fog works really really well.....if you're using opengl. If not then you don't see anything. Sprite based fog is a pain as you're trying to basically make a bunch of circular blobs of fog look like full on fog, which usually takes up a whole lot of a very valuable mapping resource and still looks like poo. AFAIK the particle system can't handle the strain of producing fog on a roomwide scale. So, unless they move NS to an entirely different engine, it may just not happen.
well, i'm pretty much a mapping noob, so thanks for pointing that out <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Yeah, best chance for fog is with an env_sprite. If i remember correctly there is some fog in tran tunnel but it's very subtle. But don't expect it lots of it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
edit:
<a href='http://collective.valve-erc.com/index.php?news=1072935576-17869900' target='_blank'>http://collective.valve-erc.com/index.php?...935576-17869900</a>
Also, JezPuh, I can't do an overview showing what it's done because the only files I got are from quaz, Drunken is also close to finish his section, but I haven't got his .rmfs yet.
But we've got: MS, Cargo Storage, RR, Main Aft, Engine Hive, Refinery Hive and Furnace. Everything that has been showed here. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Damnation!
Does anyone have a working bast decompile? I just want to look at some smal parts of the level.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
you do NOT need to take the lift up in order to reach the cc on bast. All you have to do go is underneath the cc look up and jump use to get in.
Since the lift is circumvented, pray think twice map redoers about changing it if at all. Definitely make it cooler not more boring if you are going to change it. There is no need to change it out of necessity, unless there is a different reason.
it's a real nice tactical training exercise. in other words use your brain
Since the pipes block the way, and when the vent is broken you usually fall in, a good solution would be to move the vent cover back to that empty space in the upper left hand corner of the screenshot.
This way people could get through without modifying the pipes (which are cool) and maybe this vent could also connect to that upper hole in feed water, so skulks could get around behind the marines when they start to siege.
Just my ideas.
Now that I think about it, the best solution would be make the vent entrance replace one of the floor panels nearer the view position on the screenshot.
<i>Expanding the map to accomdate 3.0s gameplay and changes may well happen, who knows. If we don't have to then we won't. But i think it's pretty safe to say some changes in terms of layout and architectal stuff will happen after we finish remaking it. What though is still in discussion</i>
As far as I'm concerned Bast doesn't <i>need</i> any major changes as it is. What I was suggesting was only a separate, non-official expanded version of the map. Just for fun/immersion factor/creative indulgence.
Are you using opengl as your graphics Renderer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I use steam...
<!--QuoteBegin-Kouji San+Jan 31 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jan 31 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mayb your not running NS in 32bit mode that could also lower the ingame quality
Just add -32bpp to hl.exe:
hl.exe -console -game ns -32bpp
[edit 2]
Hmm just remembered that steam changes something in the hl dir so the hl.exe is gone and you have to start ns in a weird way <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ... ah well I think you can add -32bpp to the commandline there. At least I hope so.
[/edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
and where would i add that to steam?
Also, on top of refinery hive, the room there, could it be raised slightly so oni can get in easier, its so annoying to have marines relocating/dropping PG there and onos taking 20 secs to get through the door <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
One more thing about feedwater -- maybe you should link the tram to feedwater itself. The tram tunnel could slowly ramp up and make a u-turn around to feedwaters previous ladder entrance to tram maintence. This would make it *much* easier for the onos to get through and attack. Tram maintence, then, could be a hatch thats on the side of tram itself, with a ladder leading down *under* the tram tunnel. This maintence area could quite possibly hook up with the atmos/feedwater vent that I suggested in my previous...suggestion!
Are you using opengl as your graphics Renderer? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I use steam...
<!--QuoteBegin-Kouji San+Jan 31 2004, 08:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Jan 31 2004, 08:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mayb your not running NS in 32bit mode that could also lower the ingame quality
Just add -32bpp to hl.exe:
hl.exe -console -game ns -32bpp
[edit 2]
Hmm just remembered that steam changes something in the hl dir so the hl.exe is gone and you have to start ns in a weird way <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> ... ah well I think you can add -32bpp to the commandline there. At least I hope so.
[/edit]<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
and where would i add that to steam? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
1. Start ns and Go to options / video and set render to opengl you can also set the color mode to 32 there
2. to add paramaters to natural selection you right click on Half-Life / Properties / Launch options and type them in there
so they probably wont web this one for the same reason, because it contains no useful information(technically)and/or doesnt apply to everyone
One more thing about feedwater -- maybe you should link the tram to feedwater itself. The tram tunnel could slowly ramp up and make a u-turn around to feedwaters previous ladder entrance to tram maintence. This would make it *much* easier for the onos to get through and attack. Tram maintence, then, could be a hatch thats on the side of tram itself, with a ladder leading down *under* the tram tunnel. This maintence area could quite possibly hook up with the atmos/feedwater vent that I suggested in my previous...suggestion! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I got to agree ... possibly making Feedwater 1 entrance from Atmos, but making it alot wider. Engine I feel is ok though, small but perfect as there is a large area behind the entrance before the hive. Refinary, well that is a big problem, seems like Lerk territory <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
My Half-Life dosent work anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> So I got to get a new copy first to start mapping again..
<span style='font-size:21pt;line-height:100%'><span style='color:red'>...</span></span>